i'll add a few -
texture editor -
why is it proportional settings are so small for this?
repeat key doesnt work
clip-grid properties are in preferences...at least make a
dropdown/slider in the toolbar (cant change colors either)
default clip display res is 256x256...
would be nice to get 25/50/100% clip zoom display size buttons
unfold op doesnt automatically update the texture editor when
applying it for the first time, need to deselect/reselect the mesh to
show up in the TE
pack tool for pre-uv'd islands would be nice
overlapping uv's could use mutliple shades of transparency.
tear-off menu's in the TE would be lovely.
typing in a u/v translate for multiple islands moves them all at
once...but try to undo it, and it undoes one at a time???
ability to rename projections inside the TE would be handy
ctrl-alt to move the temporary pivot of an island instead of needing
a button
general -
apply a few ops to an object, why isnt the last automatically
selected when re-selecting the object?
would be reeeealy nice if bump/normal would display in the viewport
without a cg shader.
thats all for now :)
James,
On Thursday, August 16, 2012, Eugen Sares wrote:
> Hi list,
> Softimage has one of the slickest interfaces known to man, but nothing's
> perfect.
> Let's be nit-picky for a moment... what glitches, small flaws or
> inconsistencies annoy you most in Softimage?
> Any SPDL hacks worth doing when SI is installed freshly?
> This is about polishing, not cool new features (borders are blurry of
> course).
>
> Maybe the new developer team has nothing better to do (ha ha) and feels
> motivated to do a little mop-up...
>
> Here we go:
>
> - Render Tree
> When multiple objects are selected and all share the same Material, the RT
> should not nag with the message "Update can't be done with two objects
> selected" and display that Material.
> (besides, it says "two", even when more are selected)
> 3ds max can even display multiple shader trees... would this make sense?
>
> - Material Manager
> ...should remember it's layout, expecially the horizontal divider.
> There's a bug with the text input field of the Shader balls names. It
> sometimes does not update, and you have to type blindly. After pressing
> enter it updates, however.
>
> - Timeslider
> When the Range Slider is moved, the timeslider should update with it
> interactively (does so in Maya).
>
> - Project Manager
> Would be nice if a double-click would open a scene in the list on the
> right hand side.
>
> - Operator Stack
> A double click on a Construction Mode Marker in the Explorer should
> activate that mode.
> Also, highlighting the markers in some way (bold or different color or
> whatever) would clarify which mode is active in the Stack, besides looking
> at the dropdown in the menu bar.
>
> - Operator Context Menu
> ... should contain all Commands related to Operators. Now they are strewn
> across the interface - some are to find in menu Edit > Operator, others in
> MCP > Edit > Operator.
> "Collapse Operators" is a good example. Would you go looking for that in
> the MCP menu?
> "Freeze" in the menu freezes everything below an operator, not the whole
> stack. Thus it could be named "Freeze down" or "Freeze all below" or
> whatever.
>
> - Texture Projection Operator Stack
> The "Texture_Projection_Def" property has buttons "Reset" and "Freeze" -
> somewhat hidden. Could reside in the Op Stack context menu as well.
>
> - Texture Support
> ... should show parameters GeoX, GeoY, GeoZ by default. This can be fixed
> with a litte hack of texture.spdl.
> I see no reason why it should not be possible to set the size of a TS
> numerically. I need this often.
>
> - "Texture_Projection_Def" property
> Checkboxes U,V,W are off by default. Should be on, because when texture
> coords are outside the 0,0 - 1,0 range, textures render black, and the
> head-scratching begins.
> 3D-Coat AppLink for example shifts UVs around that way.
>
> - UI graphics
> The browse icon (...) besides a path input field tends to draw artifacts
> when the PPG is resized. Could be graphics driver related (GeForce 460
> here).
> Does one need to go for an expensive Quadro card for this?
>
> - Render Region Options > "Use current Pass options" should be on by
> default.
> Often enough I have drawn an Render Region, tweaked the render parameters
> in the Render Manager and wondered why nothing happens...
>
> More to come...
>
> Thanks for reading!
> Best regards,
> Eugen
>
>
>